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Resting and Spell Durations

Posted: Sun Jul 24, 2022 2:51 pm
by Flatted Fifth
I think all spell durations on bog standard buffs should be drastically increased, even for low and mid lvl casters. It would encourage role playing through dungeons instead of being pressured to hurry because the buffs will wear off.


BUT

Resting should be DRASTICALLY nerfed. You shouldn't be able to get all your spells and hp back by taking a knee for 6 seconds in the middle of the street. You should only be able to rest with 100% ease and regain your spells and health in an inn room near a bed. Divine casters should be able to regain their spells, but not heal damage, by praying at a church altar or shrine dedicated to their god. Resting should also take twice as long.

Resting outside of an inn should be as follows:

Resting in the wild:
Druids can rest in any natural setting, without bedroll or campfire, with 100% ease and no survival check required. Normal enemy proximity restrictions apply

Rangers, cavestalkers, and barbs can rest in any natural setting with 100% ease and no survival check required IF they have a bedroll (misc item, 5lbs), otherwise they have to make a survival check (DC To Be Determined) to regain spells/health, but DC would be lower than most

Everyone else should be able to attempt to rest in the wild ONLY with a bedroll AND a campfire, and have to make a survival check (DC TBD) to regain spells and health

New Feat:
Camping, allows you to buy a feat to be able to have ranger/druid/cs style resting in the wild. Optionally free to elves and half-orcs?
Expert Camping, requires Camping, allows you to be able to wild rest like a druid.

Re: Resting and Spell Durations

Posted: Sun Jul 24, 2022 3:35 pm
by Bobthehero
Why?

Re: Resting and Spell Durations

Posted: Sun Jul 24, 2022 4:04 pm
by EasternCheesE
Hoenstly, i'd myself love having 1 min/CL spells going like 10 times longer but with 10x time on resting as well.
Given our PvE situation, 40 minutes on CL 20 extended spell is just not enough if you want to RP in the middle of adventure.

Unlimited resting with costs feels good as well, but one should make sure it's not exploitative cause, say, my main PC can easily afford to spend like 10k per extra rest because he makes money well enough for it to be a "change".

Re: Resting and Spell Durations

Posted: Sun Jul 24, 2022 4:29 pm
by Rinzler
Offensive spell casters will need to rest just as often. It’s not only about the duration of wards.

Re: Resting and Spell Durations

Posted: Sun Jul 24, 2022 4:42 pm
by whatever123
One option could be to have spell durations tick slower when you are not near enemies. This could help with the need to rush, but I suspect that it can't be really implemented in a good way.

Re: Resting and Spell Durations

Posted: Sun Jul 24, 2022 4:57 pm
by EasternCheesE
whatever123 wrote: Sun Jul 24, 2022 4:42 pm One option could be to have spell durations tick slower when you are not near enemies. This could help with the need to rush, but I suspect that it can't be really implemented in a good way.
Sadly, that's technically impossible.

Re: Resting and Spell Durations

Posted: Sun Jul 24, 2022 4:58 pm
by EasternCheesE
Rinzler wrote: Sun Jul 24, 2022 4:29 pm Offensive spell casters will need to rest just as often. It’s not only about the duration of wards.
Agreed. I wish we had ways to implement short rests, but Obsidian gave us no tools for it.

Re: Resting and Spell Durations

Posted: Thu Jul 28, 2022 5:31 am
by JIŘÍ
EasternCheesE wrote: Sun Jul 24, 2022 4:58 pm
Rinzler wrote: Sun Jul 24, 2022 4:29 pm Offensive spell casters will need to rest just as often. It’s not only about the duration of wards.
Agreed. I wish we had ways to implement short rests, but Obsidian gave us no tools for it.
How about reworking spell focus feats that influence offensive spells to provide one time restoration of the spell slots for given school?

You would cast a spell and the feat would restore your spell slot. If you had greater spell focus, it would occur twice on each spell. If you had epic, thrice.

Or you could simple tag offensive spells in the scripts to allow them recharge.

Another option vs npcs would be to increase damage taken from offensive damage causing spells so you do not need five fireballs to kill a goblin (overeggerating on purpose lol). In this way, offensive casters with hurting spells could be valueble in the groups because could dish out massive damage to deal with difficult enemies like bosses but groups would have to do actually lifting so everyone would have its role in group. you would need to prolong the lasting of offensive effects like stuns on npcs too though. VS players it is not neccesary as in pvp you should need to rest during fighting lol.

Making no resting in dungeons would be awsome. On arelith there was a lenghty passage to dungeon that was epic dungeon itself and you had to micromanagment all resources. It was always so thrilling.

Re: Resting and Spell Durations

Posted: Thu Jul 28, 2022 5:35 am
by JIŘÍ
All i mean there would be a solution if searched for. One way or another.

but if it went down this route and resting should be changed i would ask also for giving more options for diviners - you could set up how your spell restoration animation looks like. Either praying, dancing, playing an intrusment, so on to fit your deity where wizards would need to pick sleeping or elves a meditation :D and the process of resting then should take much longer time than 6 secs :D

Re: Resting and Spell Durations

Posted: Thu Jul 28, 2022 5:36 pm
by EasternCheesE
JIŘÍ wrote: Thu Jul 28, 2022 5:31 am
EasternCheesE wrote: Sun Jul 24, 2022 4:58 pm
Rinzler wrote: Sun Jul 24, 2022 4:29 pm Offensive spell casters will need to rest just as often. It’s not only about the duration of wards.
Agreed. I wish we had ways to implement short rests, but Obsidian gave us no tools for it.
How about reworking spell focus feats that influence offensive spells to provide one time restoration of the spell slots for given school?

You would cast a spell and the feat would restore your spell slot. If you had greater spell focus, it would occur twice on each spell. If you had epic, thrice.

Or you could simple tag offensive spells in the scripts to allow them recharge.

Another option vs npcs would be to increase damage taken from offensive damage causing spells so you do not need five fireballs to kill a goblin (overeggerating on purpose lol). In this way, offensive casters with hurting spells could be valueble in the groups because could dish out massive damage to deal with difficult enemies like bosses but groups would have to do actually lifting so everyone would have its role in group. you would need to prolong the lasting of offensive effects like stuns on npcs too though. VS players it is not neccesary as in pvp you should need to rest during fighting lol.

Making no resting in dungeons would be awsome. On arelith there was a lenghty passage to dungeon that was epic dungeon itself and you had to micromanagment all resources. It was always so thrilling.
There is no function that would allow to increment spell uses, only function to decrement it. Thus, the only way to achieve spell "restore" is by saving current feats/spells uses, buffs, doing full rest, reapplying buffs with correct duration then decrementing spells/feats. That's what we actually do for cross-server code, but it's a really big and computatively expensive operation so i doubt it's good to introduce such feature for use every N minutes.

Re: Resting and Spell Durations

Posted: Thu Jul 28, 2022 10:54 pm
by Kitunenotsume
EasternCheesE wrote: Thu Jul 28, 2022 5:36 pm There is no function that would allow to increment spell uses, only function to decrement it. Thus, the only way to achieve spell "restore" is by saving current feats/spells uses, buffs, doing full rest, reapplying buffs with correct duration then decrementing spells/feats. That's what we actually do for cross-server code, but it's a really big and computatively expensive operation so i doubt it's good to introduce such feature for use every N minutes.
How does the Reignite Evocation work? Save last spell cast?

Re: Resting and Spell Durations

Posted: Fri Jul 29, 2022 2:52 am
by EasternCheesE
Kitunenotsume wrote: Thu Jul 28, 2022 10:54 pm
EasternCheesE wrote: Thu Jul 28, 2022 5:36 pm There is no function that would allow to increment spell uses, only function to decrement it. Thus, the only way to achieve spell "restore" is by saving current feats/spells uses, buffs, doing full rest, reapplying buffs with correct duration then decrementing spells/feats. That's what we actually do for cross-server code, but it's a really big and computatively expensive operation so i doubt it's good to introduce such feature for use every N minutes.
How does the Reignite Evocation work? Save last spell cast?
All spells go through spellhook. If cast spell is evocation and PC has reignite, we save a local variable with spell id and cast it using CastSpellAtObject completely bypassing spellbook. So we don't restore any spells with it, we just write down evocation spell info into local variables and use it when someone clicks reignite.

Re: Resting and Spell Durations

Posted: Sat Jul 30, 2022 6:53 am
by AgentOrange
Let's not make PvE more tedious, and say we did.